Bioshock compared to Batman
So I was playing Bioshock a little more. Probably because I just played Arkham Asylum, it’s striking me afresh just how comic-bookish it is. Specifically, it has the same sort of structure that made me compare Killer 7 to a comic book: it’s organized around a series of vividly eccentric villains.
The basic repeating pattern in most levels of Bioshock is that you’re trying to just move toward your ultimate goal (Andrew Ryan), but something stops you. It can be a deliberate obstruction aimed at you in particular or it can be an accident that forces you to seek an alternate route, but either way, it forces you into a confrontation with the person who lords it over that section of Rapture. You learn about this person from radio broadcasts and/or audio journals you find over the course of the level, and what you learn is that he’s over-the-top insane in a way relating to his profession — so you get a mad surgeon, a mad artist, and so forth. In other words, they’re theme villains, only a funny costume away from a spot in Batman’s rogues gallery. I suppose you could argue that they’re all examinations of where Ryan’s philosphy ultimately leads when put into practice, but only if you’re willing to really push it. I don’t think any philosophy leads inexorably to strapping someone to a piano covered in TNT.
In a strange way, it reminds me of Tales of the Black Freighter, the comic-within-a-comic in Watchmen. The point of TotBF was that it was what comic books were like in an alternate universe where superhero comics never took off. Bioshock isn’t even that far separated from superhero comics: when you come down to it, the hero has superhuman powers, by way of plasmids and gene tonics. But it’s far enough away from a conventional superhero story that it feels a little like it could be an adaptation of an artifact from another world.